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Special Conversion Thread: Sheens

Good point. Revising...

Propagating Touch (Ex): A propagator that hits with a "flailing strike" attack can inject replicating nodules into the opponent's body. The affected creature must succeed on a DC X Fortitude save to avoid implantation. The save DC is Constitution-based.

Often the propagator implants an unconscious or otherwise helpless creature (which gets no saving throw). The nodules begin replicating immediately, but show no visible effects for 1 week. At that time, the victim's flesh shows a glassy rash. After one month, the victim suffers 2 points of Charisma drain. Each month thereafter, the victim suffers an additional 2 points of Charisma drain. A creature reduced to Charisma 0 dies and becomes a new propagator of similar size. A remove disease spell or similar effect cannot remove the nodules, nor can a Heal check. A spell or attack that deals electricity damage will scramble the replicating nodules, granting the victim a new saving throw to end the effect. The victim gains a +1 bonus on the saving throw for each 10 points of damage inflicted by the electrical attack. A break enchantment or heal spell cast within 1d4 rounds of this scrambling will destroy the nodules.
 

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SD superfluid self-repair nodules regenerate 3 hp/round unless sheen is burned or doused in acid;

It sounds like propagators have traditional regeneration rather than the rapid repair of most sheens.

Propagators appear in a variety of animalistic and humanoid shapes, from a distance. From within 30 feet, it’s easy to see the “animal” for what it is: a sheen. Its “skin” is an ill-made garment of mirror-bright points, hanging together only with metallic stitching that covers most of the creature. Cracks and gaps in the skin leak drying blood, though small sparks and tiny red lights also wink from within. Smeared gore and the strong smell of rot and fetor hint at the terrible transformation responsible for the propagator.

Some limited form of camouflage?
 

Yes to regeneration (should mention this in flavor text, maybe it's because the nodules are so small, so it's just a matter of rebuilding new nodules?).

And yes to camouflage. But a low Spot DC, maybe 15 or even less.
 

Updated, except for camouflage. For that ability, should a creature with scent automatically be able to detect the ruse (due to their rotting smell)?

Small Skills: 7
Small Feats: 2

Medium Skills: 12
Medium Feats: 3
 

Agreed to the scent exception, good idea!

Shouldn't the Medium one have 11 ranks? Anyway, I like maxing out Spot for these.

Thinking about the feats. I'm not sure if I want to use Ability Focus on the propagating touch or not.

There's still electrically charged on the SQ line.
 


I still say max out Spot. ;)

Wait, it should be fast healing 3, not regeneration, right? Damage isn't all nonlethal.

Feats (in order): Imp Init, either Ability Focus (propagating touch) or Skill Focus (Spot), and perhaps Power Attack or Blind-Fight for the bigger one.
 


Yeah, I actually just missed the fire and acid bit on the original monster. Oops.

What do you think about feats?
 

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